The rework to completly change Morde

KnightOfEloHell··1 votes·324 views

A MORDE VGU TO BEAT ALL MORDE VGUs EVER POSSIBLY THOUGHT OF BUT WITHOUT ACUAL NUMBERS

PREPARE FOR STRAIGHT MULTIPLE CAST ABILITY

Passive: IRON MAN- Mordekiaser gains a shield from damage dealt with abilities.

Q- MACE OF SPADES- Mordekiaser swings around Nightfall, bringing desolation to all that it hits. Passive: For each consecutive Q landed, Mordekiaser gains 5% Movement Speed. Stacks only to consecutively landed Q's with one three hit ability cycle. First Q- deals %max hp damage+ (120% AD)(100% AP) Second Q- Does the same damage, but heals for 30% total damage dealt. Third Q- Add the damage dealt from the previous 2 strikes TOGETHER and MULTIPLY it by 3. When more than one enemy champions are around, Mace of Spades divides that singular damage by however many enemy champions are within 400 range.

W - HARVESTER OF SORROW: Range:1000 Mordekiaser powers up with Necromantic energies, violently swirling the souls victims of his dead past to violently swirl around him with great suffering.

Mordekiaser deals damage over time for 4 seconds. Mordekiaser gains a 3 cast Utility Swap Feature: FIRST CAST: Mordekiaser powers up and a surrounding ally, making the stones and metal of the Earth tremble midair around them. --10%/20%/30%/40%/50% increased health regeneration, -Increase of armor and Magic Resist SECOND CAST: Mordekiaser takes in the necromantic energies, slowly hovers forward [think of malzahat moving around, or aatrox flying] with the metal and souls viontly swirling around him [slowly floating above the carnage as a f**king King]. --Mordekiaser can now deal overlap damage where the circles touch when cast on ally champions. -Harvesters of Sorrow deals an additional 5% max hp per second. DEACTIVATE/THIRD CAST: Mordekiaser absorbs all the necromantic energies and the life force around him into himself, stealing health from all surrounding enemies in the circle/circles, and steals 20% movement speed for 2 seconds from each CHAMPION within the area of effect.

E: Siphon of Destruction: Mordekiaser damages an area in front of himself in a cone by sheer malice, dealing magic damage, and gaining a % of max sheild filled.

R- Children of the Grave- Mordekiaser laughs maliciously as he curses the target and deals damage over time.

If they die while they are cursed, Mordekiaser enslaves thier soul to do his's bidding.

Same base stats

Keeping dragonforce aspect

Notice no exp passive, or magnetic buddies on w

THE ULTIMATE WHOOP ASS MELEE CARRY MORDE WITH UTILITY BUT NO CC ES NUMERO UNO

14 Comments

Arakadia1 votes

His passive takes a lot of his power budget and is why he has things such as super low base armor. Its cancerous too because it scales with his damage dealt. I think this ability has to be changed.

KnightOfEloHell1 votes

But without his sheild he just won't be Morde. It is a meme, after all:

Always sheild, never die

Anyways, it still decays like current shield.

Arakadia1 votes

You just can't really have a champions who is as immobile, low range, and cc'less as Morde have his sustain scale soley off his damage. Illaoi, Darius, Garen, Dr. Muno are going to be more durable if their fed, but their durability is not reliant on them doing tons of damage and having the gold needed. A feeding Darius and a fed Darius will both heal significant amounts with a 3 man Q, and it scales off health so full AD Darius isn't a problem nor is it the required build.

You do not need to remove his shield. But a juggernaut's entire durability should not revolve around building damage. Cause if Morde has damage he is extremely tanky. If he doesn't he isn't tanky. So he either gets two for one or loses both.

And, "Always shield, never die" sounds like a pretty cancer play style.

KnightOfEloHell1 votes

It's interesting that you bring this up, because I was thinking about how Morde was reworked in the Juggernaut update, yet was reworked to be a melee CARRY, like Yasuo and Yi.

Whereas other juggernauts have high base hp, and means of sustain, Morde has his passive sheild ARTIFICIAL tanking, with w and R for sustain.

Instead of being a high hp juggernaut, he is the literal meaning of a juggernaut: A slow and steady force of pure desolation, that picks up momentum as he goes along. (Think of his current MS boost on w, or my momentum building Q stacks)

With my proposed rework here, we can fit both slots: Morde will be melee CARRY who starts slow and picks up speed as he goes along.

Also, always sheild never die came out a long time ago, when Morde still had the tank steroid on his w. If Morde didn't have his sheilds, he wouldn't be the iconic Mordekiaser. Even when behind the sheild is a useful tool. Enemy laners can still exploit Morde's initial low base stats like hp, hp regen, attack speed, and movement speed with my rework, but gives him windows of opportunity to stand a chance in the League of Mobility and Crowd Control.

By nerfing Dragon Ghost hp stats, you can still have a good seige tool, and free up power to his kit.

KnightOfEloHell1 votes

Also, the solo cast DoT gives you more potential shield generation solo, and double overlap increases shield growth when damaging enemies in the overlap AoE, good for team fights and bot lane.

This buffs bot lane Morde, and higher damage scaling on your e means you can get a stronger shield when behind, even if you are lacking on the damage side if you lose lane.

While buffing duo lane Mordekiaser's sheild generation by increased AoE damage from overlap, and increased scaling on e, Morde can have moar shield and no exp passive on w.

Also, A movespeed passive on Q gives fair room for increasing kite potential: each stack lasting 2 seconds.

This makes his shield viable when behind

Arakadia1 votes

As long as his shield scales with his damage, he is going to have a super strong shield when ahead and a shit shield that eats his defensive base stats/survivability when behind. You can give him more ways to generate a shield, thats good, but it needs to scale differently.

Also, I thought Morde players didn't like Morde bot?

KnightOfEloHell1 votes

I feel like real Morde mains love bot lane Morde, and know what he's capable of, but casual Morde's who play him as a tank and not as a carry like going into a solo lane.

Both are viable; Morde is just a good champion overall.

Top for faster leveling compared to other lanes

Bot if the enemy bot lane is super squishy.

I personally love Morde bot, I do the best bot lane. Unfortunately, it's the players who are NOT playing or mining Mordekiaser that ban my Morde when I want to adc because "they don't want a troll pick"

YET LITTLE DO THEY KNOW I HAVE OVER 588K MASTERY POINTS ON MORDE AND HAVE LEVEL 7 MASTERIES

MORDEKIASER ES NUMERO UNO HUEHUEHUEHUE

KnightOfEloHell1 votes

Also, I beg to differ. Morde has insane damages even with his shield. His current base hp,attack speed, and regen are because of hp from tanky ghosts and drakes, and sustain from w and sgeild, but that's okay.

Move ms buff to Q and deactivate on w for Moar control, nerf dragon ghost Stat gains, buff damages, and add the old defensive steroid on first w cast and give moar damage on allied w casts (overlap returns)

Arakadia1 votes

Also, I beg to differ. Morde has insane damages even with his shield. His current base hp,attack speed, and regen are because of hp from tanky ghosts and drakes, and sustain from w and sgeild, but that's okay.

How's that armor stat I've seen make front page multiple times?

The problem with Morde's passive is how it only goes in two directions, it has the potential to be incredibly powerful, or it is a shitty passive. If he isn't in range its useless and he is super squishy for a juggernaut. If he is in range and he's fed, oh haha he is really fucking tanky now! If he isn't in range and he's fed he might a s well not have a passive and he is super squishy for a juggernaut until he gets in range. The primary problem is that if Morde is ahead his passive makes him EXTREMELY durable for building damage and if he is behind his passive does not support him at all and makes him even weaker for his team.

KnightOfEloHell1 votes

His range is hidden. You have 1000 range, I repeat 1000 RANGE on w, just use deactivate damage for last hitting.

Ult is global for the burn.

E has decent range too, for poke.

My rework offers less mobility until w is turned off, and a way to chain 3 Q's to make the damage more reliable, if you can reach them in the first place.

So if you don't land Q, you won't have sticking power unless you turn off your Dot w.

XOmega WarriorX1 votes

Adc morde?no thanks,i prefer top

KnightOfEloHell1 votes

He can go adc, or he can go top. He just misses out on overlap damage until he teams ip with allies later on.

It gives the player flexibility to go into any role, without relying on unfair exp passives.

XOmega WarriorX1 votes

Oh,sorry,i Didnt read well

KnightOfEloHell1 votes

To reiterate and simplify:

-W doesn't grant MS to allies or yourself when moving towards another -W doesn't heal allies anymore -Morde gains a small percent movespeed with each Q landed, and third Q is kin to old Q. -W only grants movement speed on deactivate damage. -Exp passive on w removed -overlap damage on ally cast returned -reduced DoT granted when w is cast only on himself. -Dragonforce nerfed -E scales harder

This keeps him as a melee carry who has no cc, but is high in utility for himself.

Fits the theme of a juggernaut building up speed and momentum over time, still fits the theme of an all powerful melee carry

Has windows of power and clear weaknesses when MS is down

Same base stats so this super awsome kit can still be fair

I'd say it's a good balance between old and new Morde; you can choose what you need situationally, being less niche oriented

Batman Morde confirmed

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